Then add the attributes intelligence and spirit.
Pure nature is powerful, but blue is definitely not enough, and it needs the demon mark of dragon dance (a state with intellectual and spiritual attributes) to accompany it often.
Intelligence affects magic attack power.
Spirit affects the upper limit of blue and the recovery speed of blue.
As an offensive mage, in order to wear equipment, I suggest that you naturally go to 200, and then wear smart clothes according to the bonus of 4 wisdom 1 essence (of course, according to the attribute of clothing requirements). You can also directly add intelligence, wear natural clothes first, and then add spirit later. Specifically, you should set some points in advance according to your clothes and your level. Weapons must be legal battles.
Add:
Spirit transforms life, and life transforms magic, which is given by the mage and necessary for the mage (the level of 1 given by the mage is enough).
Another is to learn 15 points of life and give a single resurrection level 1 to save people.
Nature:
1, rocket science: the level of 1 given by nature is enough, so you don't need to learn.
2, ice blade: born to 1 level is enough, no need to learn.
3, fireball: low strength, do not learn.
4. Freezing: You can learn 1 at the initial stage and wash it off later.
5, teleport: escape only, 1 level is enough; If you want PK, go to school at 10 level; The average addition level is 5.
6, God of War blessing: auxiliary skills, add physical attacks to soldiers, you can learn full, or you can not learn.
Suggestion: Don't learn, because there are not enough points, what you want is your magic attack.
7, flame gun: group attack skills, knockout effect, still very useful, but because of its low power, only learn 1. (suggestion: there is advanced magic behind it. This excessive skill can be learned 1 and washed away later. )
8. Spinning Ice Bomb: This magic is slow to cast, so don't learn it.
9, winding: it has the effect of fixation and injury, and it is easy to learn.
10, Fire Dragon Flame: There are good skills in the later group attack, but there are not enough points, so don't learn them (suggestion: there is advanced magic behind, and this excessive skill can be learned at 1 and washed away later).
1 1, water pressure wall: magic starts too slowly to learn.
12, whirlwind ball: this magic is the main single magic in the later period, with the advantages of quick recovery and faster startup. Not enough points, enough other skills. It is recommended not to learn.
13, strength blessing: God of War blessing, auxiliary skills, not learning.
14, palm thunder: with vertigo effect, full of learning feeling.
15, poison vine: This magic is the most powerful one in the single magic, and you have learned a lot.
16, force field: the one with the smallest range of all group attacks, do not learn.
17, thunder: attacking monsters in groups can also make up for the cooling time of other skills, but the attack range is small and you can learn when it is full. Because there are two skills, meteor and sky collapse, which can make up for CD time, there is no extra state, so it is recommended not to learn.
18, Rock Storm: The most used trick in group attack magic has the advantages of low MP consumption, fast start-up magic and high magic power. Magic strikes a wide range and is full of knowledge.
19, mental shock: job-hopping skills were not considered before 1 15.
20. Nebula vibration: The advantages are fast starting time, wide attack range around itself and good magic power. You can also repel the enemy and increase the damage when the enemy is in a knockout state. The disadvantage is that it consumes too much MP and can learn 1. In the later period, you must have enough blue and learn as much as possible (because of proficiency, you can't learn 10, the highest is 9). Suggestion: learn 1 first, or don't learn it first).
2 1, star fall: collateral burning damage, group attack, you can learn or not (suggestion: 1 is the primary level, and the wealth point can be considered to be upgraded to level 7, because 200 is the highest level of learning).
22, the sky is falling: born with a proficiency of 200, just for this skill, learn 1 (you can't learn more, you need collateral effects: knock down, slow down, slow down).
23, life breath: job-hopping skills, not considered before 1 15.
Passive: Add passive skills when active skills are full.
Ground control is mainly based on filling, followed by fire and wind.
You don't need to learn mana regeneration, because if you upgrade later, even if it is pure and natural, you need to add 100 spirit, and blue is still very rich.
Leveling: winding → rockstorm → sky breaking (can knock down the enemy) → nebula vibration (has extra damage to the knocked down enemy). ) → The stars fall → Repeat.
PK: Lightning in the palm (teleporting after fainting, but continuing teleporting without fainting) → winding → rock storm → teleporting and running → repeating.
Finally, say:
Nature 245, the sky is falling, nature is full of 2 15, and the stars are falling.
Naturally, it is generally over 200 and 245,200. In order to be smart or smart, wear attribute clothing.
245 is generally pure and natural, with a high spiritual level in the later period. When you have money, it will increase to 80 to 100. Wear natural clothes.
Now you can wash points five times for free before level 40, so as a transitional skill, you can learn how you want and wash them later.
In addition, the mage is fragile without a shield, but double training costs money and lucky clothes cost money.
Double cultivation is king, and fools know it; Double major is great, and it's no use without money.